Note: Users of "BOB" and "Clickable Maps" community tools must update to the latest versions as of this update.

Teammate Spoils

After several rounds of feedback from the community, we've added teammate spoil information in the most popular way. Simply click on [show / hide teammate spoils] to see what your teammates are holding!

Sharing spoil information between teammates in game chat is a tedious process that doesn't really reflect any skill, and scripts that automated the process give an unfair advantage. Hopefully this will help level the playing field between established and pickup teams, and allow strong teams to focus on real strategy - using spoil information to their advantage.

Losing Conditions

I added a new gameplay feature called Losing Conditions that will be added to new and existing maps. When adding a <requirements> definition to the XML that defines the map's gameplay, all players must hold the requirement to stay alive. Each time your region is conquered (or is neutralized from bombardment, nuclear spoils or "killer neutrals") the game engine will check to see that you still hold the requirements, and if not you are instantly eliminated. Eliminating a player via requirements counts as a terminator kill and you will still inherit the payer's spoils.

For example, imagine the Classic map had a requirement for each player to hold 2 cities in Asia. Losing Conditions would look like this:

Losing Conditions opens the door to many new types of gameplay such as capture the flag. It can also be used to improve on existing maps - for example players can be automatically eliminated in the San Francisco map whenever they get stuck in Alcatraz! We'll have to see what our community of cartographers comes up with...

Usergroup membership data is now available for community tool developers through the Conquer Club API (Application Programming Interface). We also made a couple other improvements to the game listings data.

A number of "behind the scene" changes have been made in the game screen to reduce the amount of data that goes back and forth between your computer and the server. As well, the game chat now shows only the last 50 messages unless you click "view full chat" (this is how the game log already works). Hopefully this will make things zippier for players with slower internet connections.

Conquer Club Time

With all the time zones out there, isn't it tricky to set a time with your internationational CC friends to meet up for a game? It's also been tricky for Team CC when we announce an upcoming event or server maintenance. Well, the trickyniess is behind us thanks to the new CC Time "BBCode"!

Simply type a fixed date and time surrounded by tags like this in a forum post or private message:

Thanks to Gilligan for his suggestion for teammate spoils, to Dako for his script to share teammate spoils, to sherkaner for updating BOB and Clickable Maps, and to blakebowling for contributing the CC Time BBCode!

lackattack wrote:Note: Users of "BOB" and "Clickable Maps" community tools must update to the latest versions as of this update.

Usergroups API

Usergroup membership data is now available for community tool developers through the Conquer Club API (Application Programming Interface). We also made a couple other improvements to the game listings data.

A number of "behind the scene" changes have been made in the game screen to reduce the amount of data that goes back and forth between your computer and the server. As well, the game chat now shows only the last 50 messages unless you click "view full chat" (this is how the game log already works). Hopefully this will make things zippier for players with slower internet connections.

Can we please have the total # of chat lines in a game added to the game object API data?

12:17:31 ‹Pixar› im gonna be fappin to that all night long10:59:12 ‹rhp 1› holy hell... that did it.. I pissed myself15:15:52 ‹Ace Rimmer› Sackett58, I think I may get some action this weekend15:16:05 ‹Sackett58› Right hand or left Ace?

You know how, when you hover your cursor over your own spoil, the location of territory is indicated on the map? I would like that for teammate spoils. That would make it easy to locate teammate spoils on the map without having to search all over for it... in the same way that the current system makes it easy to locate your own spoils.

You know how, when you hover your cursor over your own spoil, the location of territory is indicated on the map? I would like that for teammate spoils. That would make it easy to locate teammate spoils on the map without having to search all over for it... in the same way that the current system makes it easy to locate your own spoils.

progress means getting nearer to the place where you want to be...If you are on the wrong road, progress means doing an about-turn and walking back to the right road; in that case the man who turns back soonest is the most progressive man.~C. S. Lewis

You know how, when you hover your cursor over your own spoil, the location of territory is indicated on the map? I would like that for teammate spoils. That would make it easy to locate teammate spoils on the map without having to search all over for it... in the same way that the current system makes it easy to locate your own spoils.

You know how, when you hover your cursor over your own spoil, the location of territory is indicated on the map? I would like that for teammate spoils. That would make it easy to locate teammate spoils on the map without having to search all over for it... in the same way that the current system makes it easy to locate your own spoils.

I think thats a feature of BOB or something, not the site.

you would be correct

This is right.It's a feature of map inspect which does not yet recognize/interprete the team spoils.I think you could expect that to be part of your next BOB update.